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347 lines
12 KiB
347 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Xbox 360 support for TrueType Fonts. The only cuurent solution is to use XUI
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// to mount the TTF, and rasterize glyph into a render target. XUI does not support
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// rasterization directly to a system memory region.
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//
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//=====================================================================================//
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <malloc.h>
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#include <tier0/dbg.h>
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#include <vgui/ISurface.h>
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#include <tier0/mem.h>
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#include <utlbuffer.h>
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#include "filesystem.h"
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#include "materialsystem/imaterialsystem.h"
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#include "FontEffects.h"
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#include "vgui_surfacelib/Win32Font.h"
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#include "vgui_surfacelib/FontManager.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool s_bSupportsUnicode = true;
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//-----------------------------------------------------------------------------
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// Determine possible style from parameters.
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//-----------------------------------------------------------------------------
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int GetStyleFromParameters( int iFlags, int iWeight )
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{
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// Available xbox TTF styles are very restricted.
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int style = XUI_FONT_STYLE_NORMAL;
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if ( iFlags & vgui::ISurface::FONTFLAG_ITALIC )
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style |= XUI_FONT_STYLE_ITALIC;
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if ( iFlags & vgui::ISurface::FONTFLAG_UNDERLINE )
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style |= XUI_FONT_STYLE_UNDERLINE;
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if ( iWeight > 400 )
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style |= XUI_FONT_STYLE_BOLD;
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return style;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWin32Font::CWin32Font()
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{
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m_szName = UTL_INVAL_SYMBOL;
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m_iTall = 0;
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m_iWeight = 0;
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m_iHeight = 0;
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m_iAscent = 0;
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m_iFlags = 0;
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m_iMaxCharWidth = 0;
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m_hFont = NULL;
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m_hDC = NULL;
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m_bAntiAliased = false;
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m_iBlur = 0;
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m_iScanLines = 0;
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m_bRotary = false;
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m_bAdditive = false;
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m_rgiBitmapSize[0] = 0;
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m_rgiBitmapSize[1] = 0;
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Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CWin32Font::~CWin32Font()
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{
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CloseResource();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates the font.
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//-----------------------------------------------------------------------------
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bool CWin32Font::Create( const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags )
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{
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// setup font properties
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m_iTall = tall;
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m_iWeight = weight;
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m_iFlags = flags;
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m_bAntiAliased = (flags & vgui::ISurface::FONTFLAG_ANTIALIAS) ? 1 : 0;
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m_iDropShadowOffset = (flags & vgui::ISurface::FONTFLAG_DROPSHADOW) ? 1 : 0;
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m_iOutlineSize = (flags & vgui::ISurface::FONTFLAG_OUTLINE) ? 1 : 0;
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m_iBlur = blur;
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m_iScanLines = scanlines;
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m_bRotary = (flags & vgui::ISurface::FONTFLAG_ROTARY) ? 1 : 0;
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m_bAdditive = (flags & vgui::ISurface::FONTFLAG_ADDITIVE) ? 1 : 0;
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int style = GetStyleFromParameters( flags, weight );
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// must support > 128, there are characters in this range in the custom fonts
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COMPILE_TIME_ASSERT( ABCWIDTHS_CACHE_SIZE == 256 );
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XUIFontMetrics fontMetrics;
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XUICharMetrics charMetrics[256];
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// many redundant requests are made that are actually the same font metrics
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// find it in the metric cache first based on the true specific keys
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if ( !FontManager().GetCachedXUIMetrics( windowsFontName, tall, style, &fontMetrics, charMetrics ) )
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{
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m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( windowsFontName, tall, style );
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if ( !m_hFont )
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{
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return false;
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}
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// getting the metrics is an expensive i/o operation, cache results
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FontManager().MaterialSystem()->GetTrueTypeFontMetrics( m_hFont, &fontMetrics, charMetrics );
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FontManager().SetCachedXUIMetrics( windowsFontName, tall, style, &fontMetrics, charMetrics );
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}
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m_szName = windowsFontName;
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m_iHeight = fontMetrics.fMaxHeight + m_iDropShadowOffset + 2 * m_iOutlineSize;
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m_iMaxCharWidth = fontMetrics.fMaxWidth;
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m_iAscent = fontMetrics.fMaxAscent;
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// determine cell bounds
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m_rgiBitmapSize[0] = m_iMaxCharWidth + m_iOutlineSize * 2;
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m_rgiBitmapSize[1] = m_iHeight;
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// get char spacing
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// a is space before character (can be negative)
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// b is the width of the character
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// c is the space after the character
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Assert( ABCWIDTHS_CACHE_SIZE <= 256 );
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Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
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for ( int i = 1; i < ABCWIDTHS_CACHE_SIZE; i++ )
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{
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int a,b,c;
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// Determine real a,b,c mapping from XUI Character Metrics
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a = charMetrics[i].fMinX - 1; // Add one column of padding to make up for font rendering blurring into left column (and adjust in b)
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b = charMetrics[i].fMaxX - charMetrics[i].fMinX + 1;
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c = charMetrics[i].fAdvance - charMetrics[i].fMaxX; // NOTE: We probably should add a column here, but it's rarely needed in our current fonts so we're opting to save memory instead
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// Widen for blur, outline, and shadow. Need to widen b and reduce a and c.
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m_ABCWidthsCache[i].a = a - m_iBlur - m_iOutlineSize;
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m_ABCWidthsCache[i].b = b + ( ( m_iBlur + m_iOutlineSize ) * 2 ) + m_iDropShadowOffset;
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m_ABCWidthsCache[i].c = c - m_iBlur - m_iDropShadowOffset - m_iOutlineSize;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: generates texture data (written into appropriate font page subrects) for multiple chars
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//-----------------------------------------------------------------------------
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void CWin32Font::GetCharsRGBA( newChar_t *newChars, int numNewChars, unsigned char *pRGBA )
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{
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if ( !m_hFont )
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{
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// demand request for font glyph, re-create font
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int style = GetStyleFromParameters( m_iFlags, m_iWeight );
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m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( GetName(), m_iTall, style );
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}
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wchar_t *pWch = (wchar_t *)_alloca( numNewChars*sizeof(wchar_t) );
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int *pOffsetX = (int *)_alloca( numNewChars*sizeof(int) );
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int *pOffsetY = (int *)_alloca( numNewChars*sizeof(int) );
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int *pWidth = (int *)_alloca( numNewChars*sizeof(int) );
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int *pHeight = (int *)_alloca( numNewChars*sizeof(int) );
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int *pRGBAOffset = (int *)_alloca( numNewChars*sizeof(int) );
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for ( int i = 0; i < numNewChars; i++ )
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{
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int a, c, wide;
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GetCharABCWidths( newChars[i].wch, a, wide, c );
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pWch[i] = newChars[i].wch;
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pOffsetX[i] = -a;
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pOffsetY[i] = 0;
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pWidth[i] = newChars[i].fontWide;
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pHeight[i] = newChars[i].fontTall;
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pRGBAOffset[i] = newChars[i].offset;
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}
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if ( !FontManager().MaterialSystem()->GetTrueTypeGlyphs( m_hFont, numNewChars, pWch, pOffsetX, pOffsetY, pWidth, pHeight, pRGBA, pRGBAOffset ) )
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{
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// failure
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return;
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}
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for ( int i = 0; i < numNewChars; i++ )
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{
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// apply requested effects in specified order
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unsigned char *pCharRGBA = pRGBA + newChars[i].offset;
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ApplyDropShadowToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iDropShadowOffset );
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ApplyOutlineToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iOutlineSize );
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ApplyGaussianBlurToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iBlur );
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ApplyScanlineEffectToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iScanLines );
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ApplyRotaryEffectToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_bRotary );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: writes the char into the specified 32bpp texture at specified rect
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//-----------------------------------------------------------------------------
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void CWin32Font::GetCharRGBA( wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *pRGBA )
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{
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newChar_t newChar;
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newChar.wch = ch;
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newChar.fontWide = rgbaWide;
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newChar.fontTall = rgbaTall;
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newChar.offset = 0;
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GetCharsRGBA( &newChar, 1, pRGBA );
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the font is equivalent to that specified
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//-----------------------------------------------------------------------------
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bool CWin32Font::IsEqualTo(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags)
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{
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// do an true comparison that accounts for non-supported behaviors that gets remapped
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// avoids creating fonts that are graphically equivalent, though specified differently
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if ( !stricmp( windowsFontName, m_szName.String() ) &&
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m_iTall == tall &&
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m_iBlur == blur &&
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m_iScanLines == scanlines )
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{
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// only these flags affect the font glyphs
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int validFlags = vgui::ISurface::FONTFLAG_DROPSHADOW |
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vgui::ISurface::FONTFLAG_OUTLINE |
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vgui::ISurface::FONTFLAG_ROTARY |
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vgui::ISurface::FONTFLAG_ITALIC |
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vgui::ISurface::FONTFLAG_UNDERLINE;
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if ( ( m_iFlags & validFlags ) == ( flags & validFlags ) )
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{
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if ( GetStyleFromParameters( m_iFlags, m_iWeight ) == GetStyleFromParameters( flags, weight ) )
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{
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// the font is equivalent
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return true;
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}
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true only if this font is valid for use
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//-----------------------------------------------------------------------------
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bool CWin32Font::IsValid()
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{
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if ( m_szName != UTL_INVAL_SYMBOL )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: set the font to be the one to currently draw with in the gdi
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//-----------------------------------------------------------------------------
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void CWin32Font::SetAsActiveFont( HDC hdc )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the abc widths for a character
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//-----------------------------------------------------------------------------
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void CWin32Font::GetCharABCWidths( int ch, int &a, int &b, int &c )
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{
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Assert( IsValid() );
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if ( ch < ABCWIDTHS_CACHE_SIZE )
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{
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// use the cache entry
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a = m_ABCWidthsCache[ch].a;
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b = m_ABCWidthsCache[ch].b;
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c = m_ABCWidthsCache[ch].c;
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}
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else
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{
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// cannot support getting character metrics outside of the font initialization
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DevMsg( "CWin32Font: Cannot resolve character %d in font %s\n", ch, m_szName.String() );
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Assert( 0 );
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a = 0;
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b = 0;
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c = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the height of the font, in pixels
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//-----------------------------------------------------------------------------
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int CWin32Font::GetHeight()
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{
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Assert( IsValid() );
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return m_iHeight;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the ascent of the font, in pixels (ascent=units above the base line)
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//-----------------------------------------------------------------------------
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int CWin32Font::GetAscent()
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{
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Assert( IsValid() );
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return m_iAscent;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the maximum width of a character, in pixels
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//-----------------------------------------------------------------------------
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int CWin32Font::GetMaxCharWidth()
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{
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Assert( IsValid() );
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return m_iMaxCharWidth;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the flags used to make this font, used by the dynamic resizing code
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//-----------------------------------------------------------------------------
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int CWin32Font::GetFlags()
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{
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Assert( IsValid() );
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return m_iFlags;
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}
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void CWin32Font::CloseResource()
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{
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if ( !m_hFont )
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{
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return;
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}
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// many fonts are blindly precached by vgui and never used
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// save memory and don't hold font open, re-open if glyph actually requested used during draw
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FontManager().MaterialSystem()->CloseTrueTypeFont( m_hFont );
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m_hFont = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the kerned size of a char, for win32 just pass thru for now
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//-----------------------------------------------------------------------------
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void CWin32Font::GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA )
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{
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int a,b,c;
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GetCharABCWidths(ch, a, b, c );
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wide = ( a + b + c);
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abcA = a;
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}
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